The temperature plummets dangerously low in a 5-foot-radius sphere centred on a point you choose within range. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d6 cold damage and gains one level of exhaustion. On a successful save, a creature takes half as much damage and suffers no exhaustion. A creature can’t gain more than 1 point of exhaustion through this spell.
A creature that has resistance to cold damage has advantage on the saving throw, and a creature that has immunity to cold damage automatically succeeds.
A plant creature or a magical plant has disadvantage on the saving throw. A nonmagical plant automatically fails the saving throw and takes maximum damage. This is cancelled out by the previous rule.
At higher levels: When you cast this spell using a spell slot of 3 rd level or higher, the damage increases by 1d6 for each slot level above 2 nd .
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